why
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@@ -1087,6 +1087,10 @@
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fall(forced = 1)
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canmove = !(ko || recoveringstam || pinned || IsStun() || IsFrozen() || chokehold || buckled || (!has_legs && !ignore_legs && !has_arms)) //Cit change - makes it plausible to move while resting, adds pinning and stamina crit
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density = !lying
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if(resting)
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ENABLE_BITFIELD(movement_type, CRAWLING)
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else
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DISABLE_BITFIELD(movement_type, CRAWLING)
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if(lying)
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if(layer == initial(layer)) //to avoid special cases like hiding larvas.
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layer = LYING_MOB_LAYER //so mob lying always appear behind standing mobs
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@@ -5,6 +5,10 @@
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e_cost = 200
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harmful = FALSE
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/obj/item/ammo_casing/energy/electrode/security
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projectile_type = /obj/item/projectile/energy/electrode/security
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e_cost = 100
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/obj/item/ammo_casing/energy/electrode/spec
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e_cost = 100
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@@ -13,6 +17,7 @@
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e_cost = 100
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/obj/item/ammo_casing/energy/electrode/hos
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projectile_type = /obj/item/projectile/energy/electrode/security/hos
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e_cost = 200
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/obj/item/ammo_casing/energy/electrode/old
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@@ -208,7 +208,7 @@
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new_index = INCREMENT_OR_WRAP(new_index)
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set_firemode_index(new_index, user_for_feedback)
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/obj/item/gun/energy/proc/user_set_firemode_to_next(mob/user_for_feedback)
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/obj/item/gun/energy/proc/user_set_firemode_to_prev(mob/user_for_feedback)
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var/current_index = current_firemode_index
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var/new_index = current_index
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DECREMENT_OR_WRAP(new_index)
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@@ -97,7 +97,7 @@
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pin = null
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can_charge = 0
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ammo_x_offset = 1
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ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
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selfcharge = EGUN_SELFCHARGE
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var/fail_tick = 0
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var/fail_chance = 0
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@@ -113,18 +113,21 @@
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..()
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/obj/item/gun/energy/e_gun/nuclear/proc/failcheck()
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if(prob(fail_chance) && isliving(loc))
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var/mob/living/M = loc
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if(prob(fail_chance))
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switch(fail_tick)
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if(0 to 200)
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fail_tick += (2*(fail_chance))
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M.rad_act(400)
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to_chat(M, "<span class='userdanger'>Your [name] feels warmer.</span>")
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radiation_pulse(src, 50)
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var/mob/M = (ismob(loc) && loc) || (ismob(loc.loc) && loc.loc) //thank you short circuiting. if you powergame and nest these guns deeply you get to suffer no-warning radiation death.
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if(M)
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to_chat(M, "<span class='userdanger'>Your [name] feels warmer.</span>")
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if(201 to INFINITY)
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SSobj.processing.Remove(src)
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M.rad_act(800)
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crit_fail = 1
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to_chat(M, "<span class='userdanger'>Your [name]'s reactor overloads!</span>")
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radiation_pulse(src, 200)
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crit_fail = TRUE
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var/mob/M = (ismob(loc) && loc) || (ismob(loc.loc) && loc.loc)
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if(M)
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to_chat(M, "<span class='userdanger'>Your [name]'s reactor overloads!</span>")
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/obj/item/gun/energy/e_gun/nuclear/emp_act(severity)
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. = ..()
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@@ -18,9 +18,9 @@
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/obj/item/gun/energy/e_gun/advtaser
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name = "hybrid taser"
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desc = "A dual-mode taser designed to fire both short-range high-power electrodes and long-range disabler beams. <span class='boldnotice'>Right click in combat mode to fire a taser shot with a cooldown.</span>""
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desc = "A dual-mode taser designed to fire both short-range high-power electrodes and long-range disabler beams. <span class='boldnotice'>Right click in combat mode to fire a taser shot with a cooldown.</span>"
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icon_state = "advtaser"
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/electrode = FALSE)
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/electrode/security = FALSE)
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ammo_x_offset = 2
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// Not enough guns have altfire systems like this yet for this to be a universal framework.
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var/last_altfire = 0
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@@ -41,3 +41,8 @@
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knockdown_stamoverride = 5
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knockdown_stam_max = 15
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strong_tase = FALSE
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/obj/item/projectile/energy/electrode/security/hos
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knockdown = 100
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knockdown_stamoverride = 30
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knockdown_stam_max = null
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